Mercurial > sdl-ios-xcode
changeset 1915:a228436a2404
Implemented multi-window OpenGL program with test framework.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 19 Jul 2006 04:24:41 +0000 |
parents | 051df511279c |
children | c773b0c0ac89 |
files | src/events/SDL_windowevents.c test/Makefile.in test/testgl2.c test/testsprite2.c |
diffstat | 4 files changed, 236 insertions(+), 682 deletions(-) [+] |
line wrap: on
line diff
--- a/src/events/SDL_windowevents.c Tue Jul 18 07:49:51 2006 +0000 +++ b/src/events/SDL_windowevents.c Wed Jul 19 04:24:41 2006 +0000 @@ -60,6 +60,8 @@ if (data1 == window->x && data2 == window->y) { return 0; } + window->x = data1; + window->y = data2; break; case SDL_WINDOWEVENT_RESIZED: if (window->flags & SDL_WINDOW_FULLSCREEN) { @@ -68,6 +70,8 @@ if (data1 == window->w && data2 == window->h) { return 0; } + window->w = data1; + window->h = data2; break; case SDL_WINDOWEVENT_MINIMIZED: if (window->flags & SDL_WINDOW_MINIMIZED) {
--- a/test/Makefile.in Tue Jul 18 07:49:51 2006 +0000 +++ b/test/Makefile.in Wed Jul 19 04:24:41 2006 +0000 @@ -53,8 +53,8 @@ testgl$(EXE): $(srcdir)/testgl.c $(CC) -o $@ $? $(CFLAGS) $(LIBS) @GLLIB@ @MATHLIB@ -testgl2$(EXE): $(srcdir)/testgl2.c - $(CC) -o $@ $? $(CFLAGS) $(LIBS) @GLLIB@ @MATHLIB@ +testgl2$(EXE): $(srcdir)/testgl2.c $(srcdir)/common.c + $(CC) -o $@ $(srcdir)/testgl2.c $(srcdir)/common.c $(CFLAGS) $(LIBS) @GLLIB@ @MATHLIB@ testhread$(EXE): $(srcdir)/testhread.c $(CC) -o $@ $? $(CFLAGS) $(LIBS)
--- a/test/testgl2.c Tue Jul 18 07:49:51 2006 +0000 +++ b/test/testgl2.c Wed Jul 19 04:24:41 2006 +0000 @@ -3,7 +3,7 @@ #include <string.h> #include <math.h> -#include "SDL.h" +#include "common.h" #ifdef __MACOS__ #define HAVE_OPENGL @@ -16,438 +16,195 @@ /* Undefine this if you want a flat cube instead of a rainbow cube */ #define SHADED_CUBE -/* Define this to be the name of the logo image to use with -logo */ -#define LOGO_FILE "icon.bmp" - -static SDL_Surface *global_image = NULL; -static GLuint global_texture = 0; -static GLuint cursor_texture = 0; - -/**********************************************************************/ +static CommonState *state; +static SDL_GLContext context; -void -HotKey_ToggleFullScreen(void) +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) { - SDL_Surface *screen; - - screen = SDL_GetVideoSurface(); - if (SDL_WM_ToggleFullScreen(screen)) { - printf("Toggled fullscreen mode - now %s\n", - (screen->flags & SDL_FULLSCREEN) ? "fullscreen" : "windowed"); - } else { - printf("Unable to toggle fullscreen mode\n"); + if (context) { + SDL_GL_MakeCurrent(0, NULL); + SDL_GL_DeleteContext(context); } + CommonQuit(state); + exit(rc); } -void -HotKey_ToggleGrab(void) +static void +Render() { - SDL_GrabMode mode; + static float color[8][3] = { + {1.0, 1.0, 0.0}, + {1.0, 0.0, 0.0}, + {0.0, 0.0, 0.0}, + {0.0, 1.0, 0.0}, + {0.0, 1.0, 1.0}, + {1.0, 1.0, 1.0}, + {1.0, 0.0, 1.0}, + {0.0, 0.0, 1.0} + }; + static float cube[8][3] = { + {0.5, 0.5, -0.5}, + {0.5, -0.5, -0.5}, + {-0.5, -0.5, -0.5}, + {-0.5, 0.5, -0.5}, + {-0.5, 0.5, 0.5}, + {0.5, 0.5, 0.5}, + {0.5, -0.5, 0.5}, + {-0.5, -0.5, 0.5} + }; + + /* Do our drawing, too. */ + glClearColor(0.0, 0.0, 0.0, 1.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glBegin(GL_QUADS); + +#ifdef SHADED_CUBE + glColor3fv(color[0]); + glVertex3fv(cube[0]); + glColor3fv(color[1]); + glVertex3fv(cube[1]); + glColor3fv(color[2]); + glVertex3fv(cube[2]); + glColor3fv(color[3]); + glVertex3fv(cube[3]); + + glColor3fv(color[3]); + glVertex3fv(cube[3]); + glColor3fv(color[4]); + glVertex3fv(cube[4]); + glColor3fv(color[7]); + glVertex3fv(cube[7]); + glColor3fv(color[2]); + glVertex3fv(cube[2]); + + glColor3fv(color[0]); + glVertex3fv(cube[0]); + glColor3fv(color[5]); + glVertex3fv(cube[5]); + glColor3fv(color[6]); + glVertex3fv(cube[6]); + glColor3fv(color[1]); + glVertex3fv(cube[1]); - printf("Ctrl-G: toggling input grab!\n"); - mode = SDL_WM_GrabInput(SDL_GRAB_QUERY); - if (mode == SDL_GRAB_ON) { - printf("Grab was on\n"); - } else { - printf("Grab was off\n"); - } - mode = SDL_WM_GrabInput(!mode); - if (mode == SDL_GRAB_ON) { - printf("Grab is now on\n"); - } else { - printf("Grab is now off\n"); - } -} + glColor3fv(color[5]); + glVertex3fv(cube[5]); + glColor3fv(color[4]); + glVertex3fv(cube[4]); + glColor3fv(color[7]); + glVertex3fv(cube[7]); + glColor3fv(color[6]); + glVertex3fv(cube[6]); + + glColor3fv(color[5]); + glVertex3fv(cube[5]); + glColor3fv(color[0]); + glVertex3fv(cube[0]); + glColor3fv(color[3]); + glVertex3fv(cube[3]); + glColor3fv(color[4]); + glVertex3fv(cube[4]); + + glColor3fv(color[6]); + glVertex3fv(cube[6]); + glColor3fv(color[1]); + glVertex3fv(cube[1]); + glColor3fv(color[2]); + glVertex3fv(cube[2]); + glColor3fv(color[7]); + glVertex3fv(cube[7]); +#else /* flat cube */ + glColor3f(1.0, 0.0, 0.0); + glVertex3fv(cube[0]); + glVertex3fv(cube[1]); + glVertex3fv(cube[2]); + glVertex3fv(cube[3]); -void -HotKey_Iconify(void) -{ - printf("Ctrl-Z: iconifying window!\n"); - SDL_WM_IconifyWindow(); + glColor3f(0.0, 1.0, 0.0); + glVertex3fv(cube[3]); + glVertex3fv(cube[4]); + glVertex3fv(cube[7]); + glVertex3fv(cube[2]); + + glColor3f(0.0, 0.0, 1.0); + glVertex3fv(cube[0]); + glVertex3fv(cube[5]); + glVertex3fv(cube[6]); + glVertex3fv(cube[1]); + + glColor3f(0.0, 1.0, 1.0); + glVertex3fv(cube[5]); + glVertex3fv(cube[4]); + glVertex3fv(cube[7]); + glVertex3fv(cube[6]); + + glColor3f(1.0, 1.0, 0.0); + glVertex3fv(cube[5]); + glVertex3fv(cube[0]); + glVertex3fv(cube[3]); + glVertex3fv(cube[4]); + + glColor3f(1.0, 0.0, 1.0); + glVertex3fv(cube[6]); + glVertex3fv(cube[1]); + glVertex3fv(cube[2]); + glVertex3fv(cube[7]); +#endif /* SHADED_CUBE */ + + glEnd(); + + glMatrixMode(GL_MODELVIEW); + glRotatef(5.0, 1.0, 1.0, 1.0); } int -HandleEvent(SDL_Event * event) +main(int argc, char *argv[]) { - int done; - - done = 0; - switch (event->type) { - case SDL_ACTIVEEVENT: - /* See what happened */ - printf("app %s ", event->active.gain ? "gained" : "lost"); - if (event->active.state & SDL_APPACTIVE) { - printf("active "); - } else if (event->active.state & SDL_APPMOUSEFOCUS) { - printf("mouse "); - } else if (event->active.state & SDL_APPINPUTFOCUS) { - printf("input "); - } - printf("focus\n"); - break; - + int fsaa, accel; + int value; + int i, done; + SDL_Event event; + Uint32 then, now, frames; - case SDL_KEYDOWN: - if (event->key.keysym.sym == SDLK_ESCAPE) { - done = 1; - } - if ((event->key.keysym.sym == SDLK_g) && - (event->key.keysym.mod & KMOD_CTRL)) { - HotKey_ToggleGrab(); - } - if ((event->key.keysym.sym == SDLK_z) && - (event->key.keysym.mod & KMOD_CTRL)) { - HotKey_Iconify(); - } - if ((event->key.keysym.sym == SDLK_RETURN) && - (event->key.keysym.mod & KMOD_ALT)) { - HotKey_ToggleFullScreen(); - } - printf("key '%s' pressed\n", SDL_GetKeyName(event->key.keysym.sym)); - break; - case SDL_QUIT: - done = 1; - break; - } - return (done); -} - -void -SDL_GL_Enter2DMode() -{ - SDL_Surface *screen = SDL_GetVideoSurface(); - - /* Note, there may be other things you need to change, - depending on how you have your OpenGL state set up. - */ - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glEnable(GL_TEXTURE_2D); - - /* This allows alpha blending of 2D textures with the scene */ - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glViewport(0, 0, screen->w, screen->h); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - glOrtho(0.0, (GLdouble) screen->w, (GLdouble) screen->h, 0.0, 0.0, 1.0); - - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); + /* Initialize parameters */ + fsaa = 0; + accel = 0; - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); -} - -void -SDL_GL_Leave2DMode() -{ - glMatrixMode(GL_MODELVIEW); - glPopMatrix(); - - glMatrixMode(GL_PROJECTION); - glPopMatrix(); - - glPopAttrib(); -} - -/* Quick utility function for texture creation */ -static int -power_of_two(int input) -{ - int value = 1; - - while (value < input) { - value <<= 1; + /* Initialize test framework */ + state = CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; } - return value; -} - -GLuint -SDL_GL_LoadTexture(SDL_Surface * surface, GLfloat * texcoord) -{ - GLuint texture; - int w, h; - SDL_Surface *image; - SDL_Rect area; - Uint32 saved_flags; - Uint8 saved_alpha; + for (i = 1; i < argc;) { + int consumed; - /* Use the surface width and height expanded to powers of 2 */ - w = power_of_two(surface->w); - h = power_of_two(surface->h); - texcoord[0] = 0.0f; /* Min X */ - texcoord[1] = 0.0f; /* Min Y */ - texcoord[2] = (GLfloat) surface->w / w; /* Max X */ - texcoord[3] = (GLfloat) surface->h / h; /* Max Y */ - - image = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, -#if SDL_BYTEORDER == SDL_LIL_ENDIAN /* OpenGL RGBA masks */ - 0x000000FF, - 0x0000FF00, 0x00FF0000, 0xFF000000 -#else - 0xFF000000, - 0x00FF0000, 0x0000FF00, 0x000000FF -#endif - ); - if (image == NULL) { - return 0; - } - - /* Save the alpha blending attributes */ - saved_flags = surface->flags & (SDL_SRCALPHA | SDL_RLEACCELOK); - saved_alpha = surface->format->alpha; - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { - SDL_SetAlpha(surface, 0, 0); - } - - /* Copy the surface into the GL texture image */ - area.x = 0; - area.y = 0; - area.w = surface->w; - area.h = surface->h; - SDL_BlitSurface(surface, &area, image, &area); - - /* Restore the alpha blending attributes */ - if ((saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { - SDL_SetAlpha(surface, saved_flags, saved_alpha); + consumed = CommonArg(state, i); + if (consumed == 0) { + if (SDL_strcasecmp(argv[i], "--fsaa") == 0) { + ++fsaa; + consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--accel") == 0) { + ++accel; + consumed = 1; + } else { + consumed = -1; + } + } + if (consumed < 0) { + fprintf(stderr, "Usage: %s [--fsaa] [--accel] %s", argv[0], + CommonUsage(state)); + quit(1); + } + i += consumed; } - /* Create an OpenGL texture for the image */ - glGenTextures(1, &texture); - glBindTexture(GL_TEXTURE_2D, texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexImage2D(GL_TEXTURE_2D, - 0, - GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, image->pixels); - SDL_FreeSurface(image); /* No longer needed */ - - return texture; -} - -void -DrawLogoCursor(void) -{ - static GLfloat texMinX, texMinY; - static GLfloat texMaxX, texMaxY; - static int w, h; - int x, y; - - if (!cursor_texture) { - SDL_Surface *image; - GLfloat texcoord[4]; - - /* Load the image (could use SDL_image library here) */ - image = SDL_LoadBMP(LOGO_FILE); - if (image == NULL) { - return; - } - w = image->w; - h = image->h; - - /* Convert the image into an OpenGL texture */ - cursor_texture = SDL_GL_LoadTexture(image, texcoord); - - /* Make texture coordinates easy to understand */ - texMinX = texcoord[0]; - texMinY = texcoord[1]; - texMaxX = texcoord[2]; - texMaxY = texcoord[3]; - - /* We don't need the original image anymore */ - SDL_FreeSurface(image); - - /* Make sure that the texture conversion is okay */ - if (!cursor_texture) { - return; - } - } - - /* Move the image around */ - SDL_GetMouseState(&x, &y); - x -= w / 2; - y -= h / 2; - - /* Show the image on the screen */ - SDL_GL_Enter2DMode(); - glBindTexture(GL_TEXTURE_2D, cursor_texture); - glBegin(GL_TRIANGLE_STRIP); - glTexCoord2f(texMinX, texMinY); - glVertex2i(x, y); - glTexCoord2f(texMaxX, texMinY); - glVertex2i(x + w, y); - glTexCoord2f(texMinX, texMaxY); - glVertex2i(x, y + h); - glTexCoord2f(texMaxX, texMaxY); - glVertex2i(x + w, y + h); - glEnd(); - SDL_GL_Leave2DMode(); -} - -void -DrawLogoTexture(void) -{ - static GLfloat texMinX, texMinY; - static GLfloat texMaxX, texMaxY; - static int x = 0; - static int y = 0; - static int w, h; - static int delta_x = 1; - static int delta_y = 1; - - SDL_Surface *screen = SDL_GetVideoSurface(); - - if (!global_texture) { - SDL_Surface *image; - GLfloat texcoord[4]; - - /* Load the image (could use SDL_image library here) */ - image = SDL_LoadBMP(LOGO_FILE); - if (image == NULL) { - return; - } - w = image->w; - h = image->h; - - /* Convert the image into an OpenGL texture */ - global_texture = SDL_GL_LoadTexture(image, texcoord); - - /* Make texture coordinates easy to understand */ - texMinX = texcoord[0]; - texMinY = texcoord[1]; - texMaxX = texcoord[2]; - texMaxY = texcoord[3]; - - /* We don't need the original image anymore */ - SDL_FreeSurface(image); - - /* Make sure that the texture conversion is okay */ - if (!global_texture) { - return; - } - } - - /* Move the image around */ - x += delta_x; - if (x < 0) { - x = 0; - delta_x = -delta_x; - } else if ((x + w) > screen->w) { - x = screen->w - w; - delta_x = -delta_x; - } - y += delta_y; - if (y < 0) { - y = 0; - delta_y = -delta_y; - } else if ((y + h) > screen->h) { - y = screen->h - h; - delta_y = -delta_y; - } - - /* Show the image on the screen */ - SDL_GL_Enter2DMode(); - glBindTexture(GL_TEXTURE_2D, global_texture); - glBegin(GL_TRIANGLE_STRIP); - glTexCoord2f(texMinX, texMinY); - glVertex2i(x, y); - glTexCoord2f(texMaxX, texMinY); - glVertex2i(x + w, y); - glTexCoord2f(texMinX, texMaxY); - glVertex2i(x, y + h); - glTexCoord2f(texMaxX, texMaxY); - glVertex2i(x + w, y + h); - glEnd(); - SDL_GL_Leave2DMode(); -} - -int -RunGLTest(int argc, char *argv[], - int logo, int logocursor, int slowly, int bpp, float gamma, - int noframe, int fsaa, int sync, int accel) -{ - int i; - int rgb_size[3]; - int w = 640; - int h = 480; - int done = 0; - int frames; - Uint32 start_time, this_time; - float color[8][3] = { {1.0, 1.0, 0.0}, - {1.0, 0.0, 0.0}, - {0.0, 0.0, 0.0}, - {0.0, 1.0, 0.0}, - {0.0, 1.0, 1.0}, - {1.0, 1.0, 1.0}, - {1.0, 0.0, 1.0}, - {0.0, 0.0, 1.0} - }; - float cube[8][3] = { {0.5, 0.5, -0.5}, - {0.5, -0.5, -0.5}, - {-0.5, -0.5, -0.5}, - {-0.5, 0.5, -0.5}, - {-0.5, 0.5, 0.5}, - {0.5, 0.5, 0.5}, - {0.5, -0.5, 0.5}, - {-0.5, -0.5, 0.5} - }; - Uint32 video_flags; - int value; - - if (SDL_Init(SDL_INIT_VIDEO) < 0) { - fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); - exit(1); - } - - /* See if we should detect the display depth */ - if (bpp == 0) { - if (SDL_GetVideoInfo()->vfmt->BitsPerPixel <= 8) { - bpp = 8; - } else { - bpp = 16; /* More doesn't seem to work */ - } - } - - /* Set the flags we want to use for setting the video mode */ - video_flags = SDL_OPENGL; - for (i = 1; argv[i]; ++i) { - if (strcmp(argv[i], "-fullscreen") == 0) { - video_flags |= SDL_FULLSCREEN; - } - } - - if (noframe) { - video_flags |= SDL_NOFRAME; - } - - /* Initialize the display */ - switch (bpp) { - case 8: - rgb_size[0] = 3; - rgb_size[1] = 3; - rgb_size[2] = 2; - break; - case 15: - case 16: - rgb_size[0] = 5; - rgb_size[1] = 5; - rgb_size[2] = 5; - break; - default: - rgb_size[0] = 8; - rgb_size[1] = 8; - rgb_size[2] = 8; - break; - } - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, rgb_size[0]); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, rgb_size[1]); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, rgb_size[2]); + /* Set OpenGL parameters */ + state->window_flags |= SDL_WINDOW_OPENGL; + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); if (fsaa) { @@ -457,18 +214,29 @@ if (accel) { SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); } - if (SDL_SetVideoMode(w, h, bpp, video_flags) == NULL) { - fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); - SDL_Quit(); - exit(1); + if (!CommonInit(state)) { + quit(2); } - if (sync) { + + /* Create OpenGL context */ + context = SDL_GL_CreateContext(state->windows[0]); + if (!context) { + fprintf(stderr, "SDL_GL_CreateContext(): %s\n", SDL_GetError()); + quit(2); + } + if (SDL_GL_MakeCurrent(state->windows[0], context) < 0) { + fprintf(stderr, "SDL_GL_MakeCurrent(): %s\n", SDL_GetError()); + quit(2); + } + + if (state->render_flags & SDL_Renderer_PresentVSync) { SDL_GL_SetSwapInterval(1); } else { SDL_GL_SetSwapInterval(0); } - printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); + printf("Screen BPP: %d\n", + SDL_BITSPERPIXEL(SDL_GetCurrentDisplayMode()->format)); printf("\n"); printf("Vendor : %s\n", glGetString(GL_VENDOR)); printf("Renderer : %s\n", glGetString(GL_RENDERER)); @@ -476,286 +244,68 @@ printf("Extensions : %s\n", glGetString(GL_EXTENSIONS)); printf("\n"); - SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &value); - printf("SDL_GL_RED_SIZE: requested %d, got %d\n", rgb_size[0], value); - SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value); - printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", rgb_size[1], value); - SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value); - printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", rgb_size[2], value); - SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value); - printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", bpp, value); - SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value); + SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_RED_SIZE, &value); + printf("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value); + SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_GREEN_SIZE, &value); + printf("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value); + SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_BLUE_SIZE, &value); + printf("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value); + SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_DEPTH_SIZE, &value); + printf("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", 16, value); + SDL_GL_GetWindowAttribute(state->windows[0], SDL_GL_DOUBLEBUFFER, &value); printf("SDL_GL_DOUBLEBUFFER: requested 1, got %d\n", value); if (fsaa) { - SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &value); + SDL_GL_GetWindowAttribute(state->windows[0], + SDL_GL_MULTISAMPLEBUFFERS, &value); printf("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value); - SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value); + SDL_GL_GetWindowAttribute(state->windows[0], + SDL_GL_MULTISAMPLESAMPLES, &value); printf("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa, value); } if (accel) { - SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &value); + SDL_GL_GetWindowAttribute(state->windows[0], + SDL_GL_ACCELERATED_VISUAL, &value); printf("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value); } - if (sync) { - printf("Buffer swap interval: requested 1, got %d\n", - SDL_GL_GetSwapInterval()); - } - /* Set the window manager title bar */ - SDL_WM_SetCaption("SDL GL test", "testgl"); - - /* Set the gamma for the window */ - if (gamma != 0.0) { - SDL_SetGamma(gamma, gamma, gamma); - } - - glViewport(0, 0, w, h); + /* Set rendering settings */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); - glOrtho(-2.0, 2.0, -2.0, 2.0, -20.0, 20.0); - glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glEnable(GL_DEPTH_TEST); - glDepthFunc(GL_LESS); - glShadeModel(GL_SMOOTH); - /* Loop until done. */ - start_time = SDL_GetTicks(); + /* Main render loop */ frames = 0; + then = SDL_GetTicks(); + done = 0; while (!done) { - GLenum gl_error; - char *sdl_error; - SDL_Event event; - - /* Do our drawing, too. */ - glClearColor(0.0, 0.0, 0.0, 1.0); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glBegin(GL_QUADS); - -#ifdef SHADED_CUBE - glColor3fv(color[0]); - glVertex3fv(cube[0]); - glColor3fv(color[1]); - glVertex3fv(cube[1]); - glColor3fv(color[2]); - glVertex3fv(cube[2]); - glColor3fv(color[3]); - glVertex3fv(cube[3]); - - glColor3fv(color[3]); - glVertex3fv(cube[3]); - glColor3fv(color[4]); - glVertex3fv(cube[4]); - glColor3fv(color[7]); - glVertex3fv(cube[7]); - glColor3fv(color[2]); - glVertex3fv(cube[2]); - - glColor3fv(color[0]); - glVertex3fv(cube[0]); - glColor3fv(color[5]); - glVertex3fv(cube[5]); - glColor3fv(color[6]); - glVertex3fv(cube[6]); - glColor3fv(color[1]); - glVertex3fv(cube[1]); - - glColor3fv(color[5]); - glVertex3fv(cube[5]); - glColor3fv(color[4]); - glVertex3fv(cube[4]); - glColor3fv(color[7]); - glVertex3fv(cube[7]); - glColor3fv(color[6]); - glVertex3fv(cube[6]); - - glColor3fv(color[5]); - glVertex3fv(cube[5]); - glColor3fv(color[0]); - glVertex3fv(cube[0]); - glColor3fv(color[3]); - glVertex3fv(cube[3]); - glColor3fv(color[4]); - glVertex3fv(cube[4]); - - glColor3fv(color[6]); - glVertex3fv(cube[6]); - glColor3fv(color[1]); - glVertex3fv(cube[1]); - glColor3fv(color[2]); - glVertex3fv(cube[2]); - glColor3fv(color[7]); - glVertex3fv(cube[7]); -#else /* flat cube */ - glColor3f(1.0, 0.0, 0.0); - glVertex3fv(cube[0]); - glVertex3fv(cube[1]); - glVertex3fv(cube[2]); - glVertex3fv(cube[3]); - - glColor3f(0.0, 1.0, 0.0); - glVertex3fv(cube[3]); - glVertex3fv(cube[4]); - glVertex3fv(cube[7]); - glVertex3fv(cube[2]); - - glColor3f(0.0, 0.0, 1.0); - glVertex3fv(cube[0]); - glVertex3fv(cube[5]); - glVertex3fv(cube[6]); - glVertex3fv(cube[1]); - - glColor3f(0.0, 1.0, 1.0); - glVertex3fv(cube[5]); - glVertex3fv(cube[4]); - glVertex3fv(cube[7]); - glVertex3fv(cube[6]); - - glColor3f(1.0, 1.0, 0.0); - glVertex3fv(cube[5]); - glVertex3fv(cube[0]); - glVertex3fv(cube[3]); - glVertex3fv(cube[4]); - - glColor3f(1.0, 0.0, 1.0); - glVertex3fv(cube[6]); - glVertex3fv(cube[1]); - glVertex3fv(cube[2]); - glVertex3fv(cube[7]); -#endif /* SHADED_CUBE */ - - glEnd(); - - glMatrixMode(GL_MODELVIEW); - glRotatef(5.0, 1.0, 1.0, 1.0); - - /* Draw 2D logo onto the 3D display */ - if (logo) { - DrawLogoTexture(); + /* Check for events */ + ++frames; + while (SDL_PollEvent(&event)) { + CommonEvent(state, &event, &done); } - if (logocursor) { - DrawLogoCursor(); - } - - SDL_GL_SwapBuffers(); - - /* Check for error conditions. */ - gl_error = glGetError(); - - if (gl_error != GL_NO_ERROR) { - fprintf(stderr, "testgl: OpenGL error: %d\n", gl_error); + for (i = 0; i < state->num_windows; ++i) { + int w, h; + SDL_GL_MakeCurrent(state->windows[i], context); + SDL_GetWindowSize(state->windows[i], &w, &h); + glViewport(0, 0, w, h); + Render(); + SDL_GL_SwapWindow(state->windows[i]); } - - sdl_error = SDL_GetError(); - - if (sdl_error[0] != '\0') { - fprintf(stderr, "testgl: SDL error '%s'\n", sdl_error); - SDL_ClearError(); - } - - /* Allow the user to see what's happening */ - if (slowly) { - SDL_Delay(20); - } - - /* Check if there's a pending event. */ - while (SDL_PollEvent(&event)) { - done = HandleEvent(&event); - } - ++frames; } - /* Print out the frames per second */ - this_time = SDL_GetTicks(); - if (this_time != start_time) { - printf("%2.2f FPS\n", - ((float) frames / (this_time - start_time)) * 1000.0); - } - - if (global_image) { - SDL_FreeSurface(global_image); - global_image = NULL; - } - if (global_texture) { - glDeleteTextures(1, &global_texture); - global_texture = 0; - } - if (cursor_texture) { - glDeleteTextures(1, &cursor_texture); - cursor_texture = 0; + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + printf("%2.2f frames per second\n", + ((double) frames * 1000) / (now - then)); } - - /* Destroy our GL context, etc. */ - SDL_Quit(); - return (0); -} - -int -main(int argc, char *argv[]) -{ - int i, logo, logocursor = 0; - int numtests; - int bpp = 0; - int slowly; - float gamma = 0.0; - int noframe = 0; - int fsaa = 0; - int accel = 0; - int sync = 0; - - logo = 0; - slowly = 0; - numtests = 1; - for (i = 1; argv[i]; ++i) { - if (strcmp(argv[i], "-twice") == 0) { - ++numtests; - } - if (strcmp(argv[i], "-logo") == 0) { - logo = 1; - } - if (strcmp(argv[i], "-logocursor") == 0) { - logocursor = 1; - } - if (strcmp(argv[i], "-slow") == 0) { - slowly = 1; - } - if (strcmp(argv[i], "-bpp") == 0) { - bpp = atoi(argv[++i]); - } - if (strcmp(argv[i], "-gamma") == 0) { - gamma = (float) atof(argv[++i]); - } - if (strcmp(argv[i], "-noframe") == 0) { - noframe = 1; - } - if (strcmp(argv[i], "-fsaa") == 0) { - ++fsaa; - } - if (strcmp(argv[i], "-accel") == 0) { - ++accel; - } - if (strcmp(argv[i], "-sync") == 0) { - ++sync; - } - if (strncmp(argv[i], "-h", 2) == 0) { - printf - ("Usage: %s [-twice] [-logo] [-logocursor] [-slow] [-bpp n] [-gamma n] [-noframe] [-fsaa] [-accel] [-sync] [-fullscreen]\n", - argv[0]); - exit(0); - } - } - for (i = 0; i < numtests; ++i) { - RunGLTest(argc, argv, logo, logocursor, slowly, bpp, gamma, - noframe, fsaa, sync, accel); - } - return 0; + quit(0); } #else /* HAVE_OPENGL */
--- a/test/testsprite2.c Tue Jul 18 07:49:51 2006 +0000 +++ b/test/testsprite2.c Wed Jul 19 04:24:41 2006 +0000 @@ -134,14 +134,14 @@ int consumed; consumed = CommonArg(state, i); + if (consumed == 0) { + num_sprites = SDL_atoi(argv[i]); + consumed = 1; + } if (consumed < 0) { fprintf(stderr, "Usage: %s %s", argv[0], CommonUsage(state)); quit(1); } - if (consumed == 0) { - num_sprites = SDL_atoi(argv[i]); - consumed = 1; - } i += consumed; } if (!CommonInit(state)) { @@ -184,7 +184,7 @@ } } - /* Loop, blitting sprites and waiting for a keystroke */ + /* Main render loop */ frames = 0; then = SDL_GetTicks(); done = 0;